4-13-2020: A Note from SkaiaNet


Imagine this:  you are sitting in your room on your thirteenth birthday. You’re waiting for a package to come in the mail, of a video game that you and your friends managed to get into the beta for. Feels fancy, don’t it! SBURB isn’t just offered out to anyone, so the fact that you guys got in at all is a huge honor! Until you start to actually play. That’s when the meteors begin to fall….


Hello, pixies, sprites, Carapaceans and Trolls!

Today’s update is a bit different then the normal content that’s usually posted up here, as the blog is celebrating a fan-created holiday.

In 2009, a man by the name of Andrew Hussie began to pen what came to be known as a comic series whose fans would spread across the globe and still does so today. You’re probably aware of its name but didn’t bother reading it: Homestuck, the story of four friends and an adventure unlike anything they had been on before.

Now, I originally wasn’t into the series. Quite the opposite, honestly: of you told me four years ago that I’d read this, I would have thrown a book at your head and laughed in hysterics. And yet today here I am, writing this on 4/13.

The ‘SBURB Player’s Guide’ is a project that I’ve worked very hard on for this year’s Homestuck Day. And even if no real celebrations happen in person or online, nevertheless I wanted to still challenge myself. Could the game SBURB be converted into an actual tabletop game system? What monsters would come up, what sick loot could you alchemize and find dropped from bad guys? And better yet: how could I get those super comfy outfits the main characters wear?

Okay so I don’t have an answer to that last one because that’s story driven with character development

But other then that, I present to you, the completed SBURB Player’s Guide, for free!

SBURB Player’s Guide


Update 4/28/2020: I decided to make an additional race for this, the Consort! 

Salamander | MS Paint Adventures Wiki | Fandom


The inhabitants of a player’s starting world in the Medium, Consorts are not the most book-smart creatures. Small and relatively fragile, Consorts take on the form of reptiles and amphibians. Largely they take on an NPC roll in most sessions of SBURB, but some have made their names as notable heroes in their own rights.

Ability Score Increase. Your Dexterity increases by 2 and Wisdom by 1, to a maximum of 20. 

Move Speed: you have a move speed of 30. Despite being small, your skittishness has evolved to a faster movement then others your size. 

Size. you are Small sized. As such, you can move in and out of creature’s spaces without incurring opportunity attacks and fit with one other creature thats at least Medium sized. 

Languages You know how to read, write and speak Common and Consort. 

Darkvision. You have darkvision up to 60 feet, seeing in shades of grey. 

Hero Worship: you are trained in the Religion skill. Consorts, despite not being the most book-smart, are highly in tune with religious matters. 

Bubble Spit: you are armed with a natural attack, taking the form of a glob of blue slimy liquid. It has a range of 15 feet, based on your Dexterity to hit. On a hit, the target takes 2d4 acid damage and must make a Wisdom saving throw equal to 8+ your Wisdom modifier + your proficiency bonus. On a failed save, they are stunned for 1d4+1 rounds or until a creature takes their action to wipe the Bubble Spit off. 

You regain use of this on a short or long rest.

Credit for characters, names, Aspects, Classes, monsters and items belong to Andrew Hussie, What!Pumpkin and VIZ Media. Any resemblances to any pre-existing people or characters is happenstance. 

Artwork in banner belongs to Narikoh at deviantArt.com (“Homestuck Beta Kids”)

Aspect Wheel (New) by Natileroxs on DeviantArt

RPG Blog Carnival, March 2020: Alchemy

Hello, pixies and sprites!

As we are all pretty much  self-contained and the world is shut down, this is the time where we writers bottle ourselves in our inspirational dens and workshops (because frankly it’s the only thing to do in this day and age). But I’m not here to talk about the state of our real world, I’m here to contribute to this months Blog Carnival, held so kindly by DREAD (Dangerously Rare Elixirs and Decorations).  If you can’t guess the theme of the March Blog Carnival, perhaps you need glasses.

In a game that’s so damned focused on how magic permeates life, alchemy in a sense can be considered the poor man’s magic: after all, alchemists are claimed to have turned lead into gold, transform materials into others that are in no way related to the original one, and potentially unlock the secret of eternal youth. In my own home setting in Faustus Kil, that’s at least how it’s seen to be.

A wonderful hunger-inducing book, ‘The Alchemaster’s Apprentice’ uses many historical alchemy recipes as a main part of it’s story. 

Alchemical concoctions are simple enough to purchase, as every major city and town and even backwater villages have someone specializing in such remedies. Snake bites, the common cold, even chicken pocks have found a cure in some way, shape or form. Be it liquid or pill, if it can cause harm, then someone’s got a recipe being made.

A general rule of thumb though in my own setting is that if someone wants to replicate the effect of a spell through alchemical tinkerings, they at least need to have something resembling a material component for the spell being dissected. For example, let’s say the spell Dragons Breath is being bottled; you would need hot peppers, and one for each level of the spell you want to use. By that margin, a 9th level Dragons Breath would use nine hot peppers.

More exotic effects that may not be based on spells would most likely have a wider variety of components. For example, in my home game, any sort of spell that has a charm effect typically use the bile, tears or blood of a female dryad or satyr as part of it (though in my own game I run, this has been remedied by a male dryad who grows antlers that produces an aphrodisiac-like effect when consumed).

Common ingredients in alchemy that I’ve utilized in my games include:

  • Sage, rosemary and thyme. These plants are common spell components in many real-world religions and magikal practices, after all
  • Snake blood. In spells that restore hit points, like Cure Wounds, for example, the snake blood is there to replicate them shedding their skin and symbolically restoring life force.
  • Tears, for spells such as Calm Emotions.

As a witch, when I use alchemy in campaigns I use a lot of real world folklore and practices that I’ve seen used and that I have also used myself. Nothing as drastic as snake blood, obviously.  This even goes to symbology used in medieval alchemy, including that of the green lion devouring the sun. 


Last but not least, I couldn’t do a post on alchemy without including some of my own concoctions in my own games!

Potion of Temporary/ Ancient Frost

Potion, rare

A frigid blue and black bottle filled with clear liquid, injesting this potion causes a creature to be immune to the effects of cold iron for 1d6 rounds.

potion of temporary frost can also be used as a weapon, where you designate is as a potion of ancient frost. Exposing a creature who is vulnerable to cold damage will take 2d6 from the potion that it cannot halve or make an attempt to ignore.

Image result for fullmetal alchemist philosopher's stone
Holding the forbidden Stone. Credits: Fullmetal Alchemist Brotherhood. Copyright: Hiroshi Onogi, Studio Bones, Madman Entertainment 2009-2010

Philosopher’s Stone

Legendary item, requires attunement

This stone is anywhere from the size of a marble to that of a river rock, but the coloration is always nearly the same: a bright sanguine red with flecks of black and gold deep inside of it. To the untrained eye, this appears as a mere garnet or ruby but to those knowledable in the arcane, it is something so much more.

A Philosopher’s Stone is a +3 magical item, granting the bonus to attacks, damage and saving throws caused by the one who is attuned to it. When a Philosopher’s Stone is created, it gives the attuned individual to cast the following spells once per day each: fabricate, creation, raise dead, speak with dead and lesser and greater restoration. The Philosopher’s can also be used as a spellcasting focus.

In addition, if a person while attuned destroys the Philosopher’s Stone, roll a d20+5. The amount rolled is how many years that person’s age and naturally occuring health is halted.

Creating a Philosopher’s Stone In order for a Philosopher’s Stone to be created, your DM would have you collect rare and exotic materials in order to do so. Once a character has this, the process to create it takes a total of 1d4+1 moon cycles and the DM may require a Medicine skill check for each day you actively work on it. This can be done as a down time activity or on a long rest.


– Abney Park, ‘Two Elixers’, October 10 2014, YouTube

– Odd Salon, ‘Further Reading: Secret’. 2014 https://www.oddsalon.com/further-reading-secret/ 

– Amazon.com, product listing ‘The Alchemaster’s Apprentice’. https://www.amazon.com/Alchemasters-Apprentice-Novel-Walter-Moers/dp/1590204042


Animal Tricksters and Folklore for 5th Edition

I apologize to you pixies and sprites for the egregious lack of updates. Sometimes I frankly forget that the blog exists with how many projects I am undertaking at once: making stock for two conventions, as well as *deep breath* three campaigns I run plus three that I play in. Needless to say, self-imposed stress is not good and I should learn from this.

REGARDLESS, in my own campaigns I’ve run, one group encountered a party of strange anthropomorphic beasts calling themselves the Troubadour Tricksters. Led by a Red Fox, the whole encounter was based on real-life folk stories of Reynard the Fox: stories from north France about a creature and his myriad escapades.  Since this leg of the journey takes place in a similar region to where the original stories were penned, I thought it may be fun to utilize them!

I’ll be (hopefully) making better-looking stat blocks via GMBinder as well. For now, enjoy some tricksters!

Note: Any semblance to the character by the name of Reynard the Fox in the series ‘The Magicians’ or any other fictional work is coincidence. 

Reynard the Trickster- small beast, chaotic good 

Image result for reynard the trickster
“He hunted my brothers and sisters, and now he’s going to be the hunted!”- Reynard the Trickster

AC 16 (studded leather armor)

HP: 35 (4d8+8)

Move Speed 45 ft


Str 13 (+1) 

Dex 19 (+4

Con 15 (+2)

Int 10 (+0)

Wis 12 (+1)

Cha 18 (+4)


Saving Throws: Str +3, Dex +6, Con +4, Wis +3, Cha +6

Skills: Acrobatics +8, Athletics +3, Deception +6, Insight +3, Perception +3, Performance +6, Persuasion +6, Sleight of Hand +6, Stealth +6

Senses: Darkvision 60 ft, passive Perception 13

Languages: Common, Beast-Speech

CR: 4 (1100 XP)

Keen Senses. Reynard the Trickster has advantage on scent based Perception checks. 

Innate Spellcasting. Reynard can cast the following spells innately, requiring no material components. 

@ Will: mind sliver (Unearthed Arcana), true strike

2/day: earth tremor, Tascha’s hideous laughter

1/day: blindness/deafness

Sneaky. If Reynard the Trickster leaves a creatures threatened space, the creature does not gain an opportunity attack. He also has double Proficiency in Acrobatics. 

Pack Tactics. Reynard the Trickster has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.


Multiattack. Reynard the Trickster makes three attacks, rotating between his Bite and Shortsword. 

Bite. melee weapon attack, +6 to hit, range 5  ft, one target. Hit: 1d4+4 piercing damage.

Shortsword. Melee weapon attack, +6 to hit, range 5 ft, one target. Hit 1d6+4 slashing damage.


Parry. When Reynard the Trickster is targeted by a melee or ranged weapon attack he can see, he can add +2 to his Armor Class against that attack. 

Trickster’s Luck. Reynard can spend a reaction to roll a Acrobatics check. If he rolls higher then the incoming attack, he takes no damage on a success and half damage on a failure.

*very loud drunken animal noises*- Tybalt, partying with Reynard

Tybalt, King of Cats-small beast, chaotic good

AC 15 (natural armor)

HP: 25 (4d6+6)

Move Speed 35 ft

Str 12 (+1) 

Dex 17(+3)

Con 15 (+2)

Int 10 (+0)

Wis 12 (+1)

Cha 16 (+3)


Saving Throws: Str +3, Dex +6, Con +5, Wis +5, Cha +5

Skills: Acrobatics +7, Perception +3, Persuasion +5, Survival +3

Senses: Darkvision 60 ft, passive Perception 13

Languages: Common, Beast-Speech

CR: 3 (700 XP)

Sneaky. If Tybalt leaves a creatures threatened space, the creature does not gain an opportunity attack. 

Feeties. If Tybalt ould be damaged due to falling, he instead takes no damage and lands on his paws. 


Multiattack. Tybalt makes two attacks, one Bite and one Claw.

Bite. melee weapon attack, +6 to hit, range 5  ft, one target. Hit: 1d4+4 piercing damage.

Claw. Melee weapon attack, +6 to hit, range 5 ft, one target. Hit 2d4+4 slashing damage.

Cat’s Call (Recharge 6). Tybalt can invigorate his allies to battle. Friendly creatures to Tybalt gain advantage on attacks, skill checks and saving throws until his next turn. 


Nine Lives Lucky. Tybalt can spend a reaction to roll a Acrobatics check. If he rolls higher then the incoming attack, he takes no damage on a success and half damage on a failure.

Isengrimm the Black Dog-medium  beast, chaotic neutral

Image result for celtic black dog
“Why did you let the boy live, Reynard? His kind can’t be trusted, they say one thing and think another; you know that more then anyone else”- Isengrimm to Reynard

AC 16 (natural armor)

HP: 45 (5d8+10)

Move Speed 40 ft


Str 18 (+4) 

Dex 15 (+2)

Con 20 (+5)

Int 10 (+0)

Wis 12 (+1)

Cha 14 (+2)


Saving Throws: Str +6, Dex +4, Con +7, Wis +3, Cha +4

Skills: Athletics +4, Intimidation +2, Perception +1, Survival +1, Stealth +2

Damage Resistances: cold

Condition Immunities: charmed

Senses: Darkvision 60 ft, passive Perception 11

Languages: Common, Beast-Speech

CR: 4 (700 XP)

Keen Senses. Isengrimm has advantage on scent-based Perception checks.

Moorish Appearance. Isengrimm has advantage on Stealth checks

Pack Tactics. Isengrimm has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.



Multiattack. Isengrimm can make two Bite attacks. 

Bite. melee weapon, +4 to hit, reach 5 ft, one target. Hit: 1d8+4 piercing damage.

Howl of the Moors (recharge 6). Isengrimm lets out a terrifying bray which chills to the bone. Hostile creatures must make a Charisma saving throw (DC 13). On a failure, the creature is frightened for 1 minute. It can make the saving throw at the end of its turn. 


Hound. Isengrimm can make a Bite attack when targeted by a melee weapon attack.


Image result for isengrim and hirsent
“If I’m going to agree with any of you, I’ll be proven to be an idiot”- Hirsent

Hirsent the She Wolf- medium beast, chaotic neutral

AC 15 (natural armor)

HP: 35 (4d8+6)

Move Speed 35 feet


Str 16 (+3) 

Dex 15 (+2)

Con 17 (+3)

Int 10 (+0)

Wis 12 (+1)

Cha 14 (+2)


Saving Throws: Str +5, Dex +4, Con +5 Wis +3, Cha +4

Skills: Acrobatics +2,  Athletics +3, Perception +2, Stealth +2, Survival +2

Damage Resistances: cold

Condition Immunities: charmed

Senses: Darkvision 60 ft, passive Perception 13

Languages: Common, Beast-Speech

CR: 3  (700 XP)

Keen Senses. Hirsent has advantage on scent-based Perception checks.

Moorish Appearance.  Hirsent has advantage on Stealth checks

Pack Tactics. Hirsent has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bloodbath. When Hirsent reduces a creature to half their hit points, she gains an additional Bite or Claw attack. Said attack also does one extra damage dice. 


Multiattack. Hirsent can make ta Bite and Claw attack

Bite. melee weapon, +2 to hit, reach 5 ft, one target. Hit: 1d8+2 piercing damage.

Claw. melee weapon attack, +2 to hit, reach 5 ft, one target. Hit: 1d6+2


Hound. Hirsent can make a Bite attack when targeted by a melee weapon attack.


June RPG Blog Carnival Wrap-Up: The Third Fey March

As the official start of summer gets underway steadily, the Fair Folk pack their caravans and begin to slowly, quietly, drift into the tors and mounds which they call passageways to their home. They leave as quickly as they arrived, with passerby’s never the wiser.

Thank you so much to everyone who participated in the Third Fey March! You guys astounded once again with the theme, and I wanted a moment to showcase all the entries for the month of July.

Here are those who put their creativity into the theme this month:

RPG Blog Carnival: Friends from the Faerie-Side

Welcome back, friends of the realm!

A apology from my end, for being stupidly lazy with posts. Life is hectic for the Lady of the Fae, so let’s hope that my sporadic posts make up for that.

To bring some variety to  the Fey we see presented in Dungeons and Dragons, here are some that are taken directly from faerie lore across the world as well as some custom things created for my own amusement and games. These are also a sampling of creatures from a larger project I am currently working on, and only really have had the time to make any sort of real headway with.



Related to friendly household spirits such as Brownies, the Bwca is the much more mean-spirited version of these diminutive, helpful Good Neighbors.

The Bwca, as a house faerie, will do chores while the inhabitants are not around or blissfully unaware of its physical presence. However, if it is not thanked en masse for its hard work, via an offering of alcohol or a saucer of cream, it will soon become destructive and wreck havoc across the property it works to maintain and live in.

Bwca 2


Deepwoods Guardian

Vaguely resembling bipedal tree-like forms, Deepwoods Guardians are aptly named: nomadic shaman-esque fey creatures who are skilled in pacifistic magic and guiding the lost.

Though they are capable of great destruction, violence is never their first reaction. Often, they would rather talk to someone and figure out the reasoning to their actions before choosing a proper course of action. And sometimes, if one is lucky, a wanderer would gain it’s s favor by doing such small things, like planting a flower.

Deepwoods Guardian

Image result for jack-in-irons



One does not often think about giants as being Fey creatures, but such is the case in two beings: the kind-hearted Firbolgs and the much-less pleasant Jack-In-Irons.

Wandering lonely causeways and passages in the dead of night, the Jack-In-Irons is a malign thing. It does not take kindly to  those it crosses, especially humanoids who lack faerie blood.

Their most well-known attack is when they lob one of many heads at wanderers, which they seem to never have any less then five heads total of things which they have recently killed.

Jack In Irons

The Nualavae

A horror if there ever was one, the Nuckalavae is a chaotic beast even amongst the wild faeries.

The Nuckalavae is something which is unimpeded by water and terrain, the ocean proving just as easy for it to navigate as  the roaming hillsides it stalks. Sailors know to avoid the territory it claims as its own, and that the only way to keep away from it is by crossing a rather mundane threshold: a simple brook of running water will stop it dead in it’s tracks.

Nuckalavae stats


All artwork belongs to their respected artists. All creatures are either created from homebrew or are actual mythological figures: if they resemble anything previously created, this is by sheer chance. 

All content by Pitfalls and Pixies belongs to Faith D’Ambrosio (Brynvalk.Wordpress.com) 

The 2019 RPG Blog Carnival: The Third Fey March

Featured Art: ‘Faerie Boy’ by Evanira 

Ah, the warmer months of spring and summer. When life comes about, new and refreshed after the cold winter’s reign. It just makes you want to dance and flit about, doesn’t it?

Well, that sort of merriment comes to Pitfalls and Pixies for the month of June. Once more, you, adventurous homebrewers, set foot into the mysterious Realm of Wonder in this month’s installment titled The Third Fey March.

The Third Fey March is part of an expanding network (or should we say hivemind for some of the creatures) to provide the tabletop gaming community with more Faerie/Fey  themed content, as it seems to be drastically small in comparison to things like demons, dragons and the like. And certainly, lady Titania and lord Oberon are none too pleased by this.

What Qualifies For ‘The Third Fey March’? 

As the world of the Good Neighbors is stretched far and wide, and their mythology as varied as the cultures they come from, any sort of topic can be chosen, including but not limited to:

  • How do the Fae and other sylvan beings interact with your home world/personal setting?
  • Tricks and traps that faeries use to befuddle and trick mortals
  • Of course, new monsters inhabitants of the Faerie Realm. Everything from bwcas to the mightiest of Archfey, nothing is held off!
  • How you incorperate real-world mythos of the Faerie Folk into your games/stories
  • Sylvan-themed player options; races, backgrounds, feats and items (both normal and cursed: the Faerie Folk do love curses and tricks, after all!)
  • Fairies in popular culture  and media, and how this has influenced them across the media spectrum
  • Show off your fantastical art with a sylvan motif! Fine art, writing, cosplay? Everything and anything goes!
  • Re-branding existing content as fey themed
  • Taking characters from pop culture who have such faerie ties and statting them for actual play in games, as either hostile or friendly NPC’s


But Brynvalk, How Do I Sign My Soul to the Fae   Participate? 


All you need to do is create content befitting of June’s theme,  and post a link to this blog post in your contribution.

After this, you leave a link to said post in the comments of the hoster’s own page. At the end of the month, said hoster will compile all posts into one master post and show off this homage to the residents of the Realm of Wonder, hoping they will take kindly upon our offering to them.

Remember: if using someone’s art, always give credit where credit is due! ‘Tis just common courtesy.

Merry meet, merry part and merry meet again: I look forward to seeing what your creativity brings about!

The RPG Blog Carnival is hosted by ‘Of Dice and Dragons’. All past posts can be seen here, or if you would like to host the Carnival in the future,


The Art of the Character: April RPG Blog Carnival

Hello, pixies and sprites, to the warmer start of the year. The blog has been rather silent here, mostly because I run two campaigns in my free time (so I dont have much time in the slightest bit).

Codex Anathema is running the RPG Blog Carnival this month, and its topic is a bit different then most: this time around, it deals with DM’s/GM’s bending the rules a bit for thematics. And while I generally stick to RAW (Rules As Written), I do like to alter things to be more interesting from both a mechanical and story point of view.

Monsters: Variation is the Spice of Life

So when you have multiple friends who 1) have the Monster Manual and 2) are not so good at keeping meta information from blending in with the knowledge that their character would have, it can be a bit frustrating to plan encounters. I found that there are some relatively easy ways to keep those inquisitive sort on their toes, not aware of threats.

To better explain, I’ll use examples of how I’ve changed up the dynamics of how certain monsters work.

Shadows: Shadows are literally that. Hazy blackened figures (if you’ve seen Dementors in Harry Potter and the Prisoner of Azkaban, you know what a Shadow is). However, to a character who does not focus on Strength as a stat of importance, they can be generally shrugged off.

I have made my Shadows a bit worse. Seeing as how there are so many PC options that rely on Dexterity, I made my Shadows either drain a PC’s Strength or Dexterity. The chance of death, when either stat reaches 0, is still the same but it strikes fear into Rogues more then you could imagine.

Hag Covens: ask any of my players, and they’ll tell you that a monster I use somewhere in all of my games would be Hags. Now, I generally don’t use hag covens, mostly because that means more that I have to keep track of.

However, in a recent game that I am running for some in-person friends, I finally used the optional Hag Coven rules in the Monster Manual, but with a bit added. Instead of the standard spells the Coven would get, I swapped them out to be more thematic with each hag in the group. In this case, it was one Night Hag, Green Hag, and a Sea Hag (who should not be working together at all).

While the combat ended shortly, they were able to use some of their coven spells to throw them for a loop. Not to mention, with the variation of each Hag’s innate abilities, it was a fun combat to run for both me and the players.

In addition, each room in the complex of the group was themed after one of the Hags in the group, and the party was trying to figure out what was the deal with this eerie trio of women who were stealing selkie skins.

The Fey: I personally don’t like how 5e treats creatures with the Fey typing  as diminutive tree-hugging hippies, as actual faerie folk are actually terrifying in theory and abilities.

In my game worlds, I don’t go off of their Monster Manual/Guide to Monsters/ Tome of Foes listing, but the actual mythology behind the creature and the culture it comes from (if it has a real world equivalent).

Cold IronSomething I have added to any creature that has the Fey Ancestry trait or has any racial association to faerie is an actual downside to playing it: Cold Iron Vulnerability. In folklore, the Faerie Folk/Good Neighbors do not like iron, which keeps them from crossing thresholds, doing certain actions, etc. I utilize that in my games as the note I have on the side. As many races in my worlds do have some sort of ties to this mysterious, magical creature typing, this is an extra threat to these characters. I also have rules for making a weapon coated and made from the material.

Player Characters

Now this is going to most likely be a small section, as to how I have had a need to do this much, but to better fit the build or story of a PC, I have made minor changes to a race to better fit the theme.

Naiads, a homebrew race which I say are fey water spirits, were changed to minor elementals, as the player didn’t see their Naiad character as fey-associated. So, Keth was Related imagechanged to an elemental similar to how Genasi could technically be considered that. Instead of knowing Sylvan, Keth had Aquan as a racial language. 

Elves/half elves and Firbolgs, as well as Kitsunes, Dryads and Selkies, (the last three are all also homebrewed) were all given Cold Iron Vulnerability. This has led to a kitsune PC taking damage from touching dwarven made cold iron mining tools being harmed, and both a Dryad PC and NPC being terrified of cold iron bullets from fey who were immune to that most unholy of materials. The NPC also has still-visable scars from cold iron plated swords striking his skin. It is something that not even the Archfey can avoid. 

In a game I am sporadically playing, the DM has allowed all of a PC’s spells to largely do acid damage as they have become known as the Acid Wizard. This makes jokes in-game hysterical but his spells are going to be useless when we get to an enemy who’s immune to that….

Dragonborn have tails as well as Dark Vision. Stylistically I like the idea with tails a lot better then lacking, and why wouldn’t they have Dark Vision if their ancient, powerful ancestors do? Thematically, it doesn’t make sense (at least in my head it doesn’t).

Druids in my worlds can Wild Shape into Swarms and not just singular creatures. This is because like classic faeries, druidic type characters in folklore and mythology were able to do this sort of thing, including the Celtic goddess Morrigan, goddess of death, war and magic (overall, a complete bad-ass).


If you would like to join in on the fun with this month’s Blog Carnival topic, head on over to Codex Anathema’s post and participate for the month of April! 

The Ghost Host’s Manor

Welcome back, foolish mortals.

As All Hallow’s Eve creeps up on us on Wednesday this year, I figured that many of us are most likely encorperating spooky aspects of the holiday into our upcoming sessions. Whether they be homebrew campaigns or just something to add some extra ‘oomph’ to your Curse of Strahd game, here’s something that may help.

My real-life friends know what a nerd I am for Disney World and the storylines for their attractions (Expedition Everest being one of my favorites but I’m not here to write a Disney travel blog). And while I could talk about any number of things from the parks and movies, here’s something to keep in spirit with the time of the year.

‘The Ghost Host’s Manor’ is a homage to a classic Disney World attraction, and should be fairly obvious to which one it is. Inside of the PDF you’ll find stats on the Ghost Host himself, the mystic Madame Leota and the singing statues which reside in the mansion’s gardens. Just don’t forget to beware of hitchhiking ghosts.

The Ghost Host’s Manor

This is not a serious piece and is a creation of pure fandom, not ment to be reproduced for sales and currency. Fun and holiday spirit is the most important thing here! 

Arcaniva and Tulpa: Two Esoteric Races for Dungeons and Dragons 5E

Hello again, friends! I apologize for some time of absence but the job has gotten more and more busy in the past weeks with the holidays coming up. Trade season is one heck of a time.

Regardless, I wanted to give you guys a sneak peak at part of the latest project I’m working on with two new playable races: the Arcaniva and Tulpa.

Both of these races are rather strange and mystical, and are part of my own homebrew campaign world. I’d love for you guys to play one and give me some feedback on how it runs!

A side note: Tulpa are a great race for children to play, in order to get them used to 5th Edition. It lets them select any number of traits to make a character they like without having to be limited to what is already offered by the system. At the same time, it is challenging enough for more experienced players due to their quirk based on thought.

Image result for magical orbArcaniva

I swear, the thing pulsated in an unholy way that shouldn’t ever exist. I blame rampant mages for its mere existance.

Magical energy cannot truly be destroyed; simply only transfered into a different form once one means has been expent. Those talented in various arcane and divine traditions know this all too well, and should take the utmost care in their spellwork.

For some though, primarily those who gain their powers through Otherworldly pacts and Wild Magic Surges, they do not have the ability to control their biggest strength. In the wake of these rampant powers, Arcanivas are born.

A Matter of Magic. Arcaniva are a race which has only recently been classified as its own breed of sentient creature and not just a simple magical anomaly. They claim that they have been around for just about eternity, but it is only in recent times they have been given an official name.

Arcaniva Names. Arcaniva are strange, in how their names are self chosen and gender neutral. They are often a word or short phrase that is associated with magic and various mystical traditions across the realm. Some even name themselves after enchanted creatures which they find intriguing and natural phenominom associated with magic.

Example Names. Rune, Sigil, Salamander, Pendulum, Kirin, Augury, Silver, Eclipse

Racial Features. As an Arcaniva, you have the following traits that you share with others of your race.

Ability Score Increase. Your Constitution increases by two. Arcaniva, while being the result of spells, need to be hardy to survive as long as they have with little detection.

Move Speed. You have a move speed of 30 feet, and you hover an inch to two inches off of the ground. Arcaniva don’t have completly corporeal tethers to the ground beneath them, as magic is fluid and consistantly fluxuating.

Languages. You know how to read, write and speak Common and one additional language based on your subtype.

Darkvision. You can see in darkness for up to 60 feet in shades of grey.

Magical Mindset. You are proficient in the Arcana skill. If not adept casters themselves, it helps Arcaniva understand their own strange origins.

Innate Spellcasting. As beings born of magic, you have a limited number of known spells which is dependant on your subtype. This is described below in the next section.

Subtypes. When creating an Arcaniva, you may choose from one of the following as a subtype.


Arcaniva who come into being with the Nature subtype are the biproducts of druidic practices long since ceased.

Ability Score Increase. Your Wisdom increases by one.

Additional Language. You may choose to understand either Elvish or Druidic.

Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.

1st Level. druidcraft, mending, produce flame

3rd Level (regain on a short or long rest). absorb elements, longstrider, purify food and drink

5th Level (regain on a long rest). flaming sphere, healing spirit, warding wind


Arcaniva born into this typing are the remains of holy magic, whether they be Clerical rituals or a Paladin’s righteous fury.

Ability Score Increase. Your Intelligence increases by one.

Additional Language. You may choose to understand either Celestial or Sylvan.

Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.

1st Level. light, resistance, sacred flame, thaumaturgy

3rd Level (regain use on a short or long rest). *bless, detect poison and disease,

5th Level (regain use on a long rest). branding smite, continual flame, spiritual weapon



Arcaniva born with the Occult subtype are products born from dark rituals and tappings into the most taboo practices of magic.

Ability Score Increse. Your Charisma increases by one.

Additional Language. You may choose to understand either Abyssal or Infernal.

Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.

1st Level. mage hand, prestigiditation, minor illusion

3rd Level (regain use on a short or long rest). false life, illusory script, silent image

5th Level (regain use on a long rest). misty step, ray of enfeeblement, shatter

CDC day 3 - Left Hand of the Erlking by flatw00ds
‘CDC day 3 – Left Hand of the Erlking’, by flatw00ds (deviantArt)


No mommy, I swear that Barghil is real! Isn’t that right, Barghil?

Their existance is yet to be completly understood, though they have been known through many iterations and names in different regions. Many times, they are played off as simply imaginary friends to children and young adults. But these are more then just the past times of an overactive imagination. These are tulpas.

Whimsy Made Real. Tulpa are in a sense, akin to constructs in that they are artificially created but their forms are as wild as the minds of those they spring forth from. Their appearances can range from fantastical creatures to noble warriors and terrifying specters. They are not limited to what is possible in the Material Plane and its rules of physiology.

Children at Heart and Essence. Rare creatures, tulpa are innately connected to children and those who have a imaginative way of seeing the world around them. But they understand more then even the most literate bards that words have power. So long as their story and thought of what makes them who they are, they will live on immune to the passage of time. But if they are forgotten, they shall disappear eternally.

Ability Score Increase Your Wisdom increases by two, and one stat of your choice increases by one. Tulpa often have a strange world view of their own, but their features can be anything that can be imagined.

Move Speed Your move speed is 30 feet.

Languages. You know how to read, write and understand Common and a language of the person whose imagination you sprung forth from. For example, if you were imagined by a tiefling, you would know Common and Abyssal.

Ageless. You cannot age and cannot be killed by old age so long as you are remembered in some way. However, you can still die from poison, physical damage or anything else which may take the life of another.

Pure Imagination. Unlike standard races, when creating a tulpa, you may choose three of the features listed below. These also have a list of attributes which can be associated with each of these traits. Ypu choose one trait from each section below

Pure Imagination, Section 1

Aquatic. With fish like traits, you have the ability to breathe in and out of water.

Darkvision. Manifesting in eyes which glisten with unnatural energy, you can see in the dark in shades of grey up to 60 feet out. You cannot see in magical darkness.

Sturdy. Larger or more stocky in physical form, you have advantage on Strength saving throws to resist being grappled or moved by force. You may also make this saving throw to ignore a spell effect that automatically pushes you away.

Elemental Resistance. Your skin glistens and shines with sparks of energy found in the natural world. When creating a tulpa, choose either fire, lightning, cold, acid, poison

Flight/Gliding. Appearing many times as wings or even flaps of skin on the arms, you can naturally fly at a speed equal to your move speed so long as you are not wearing medium or heavy armor. You may also choose this option as a means to break your fall if you are falling from great heights.

Pure Imagination, Section 2

Camogflauge. You have an innate ability to hide yourself naturally. You can change the color of your skin and the equipment you wear to gain advantage on Stealth checks.

Charge. When you move in a straight line for at least 20 feet, any melee weapon you hit does an additional 1d6 damage of the damage of the type that it normally would do.

Natural Weapons. Beast-like in your manners, you have either a natural Bite or Claw attack which deals 1d6 piercing or slashing damage.

Tree Stride. You may enter a tree that is a size Large or bigger, then reappear out of another tree of a similar size no more then 60 feet away. You have one use of this and regain it on a short or long rest.

Mimicry. You can skillfully imitate voices and sounds which you have heard. Those who can hear the imitation can make a Intelligence (Investigation) check equal to 8 + your proficiency modifier.

Pure Imagination, Section 3

Beast and Plant Speech. You can speak fluently with animals and plants as if you shared a language with them.

Fey Thought Patterns. The imagination of the one you were born from was not easilly swayed. You have advantage on saving throws against being charmed, and cannot be put to sleep through magical means.

Magically Inclined. the air around you shimmers in a strange yet enchanting light. Choose a spell list from Bard, Cleric, Druid, Sorcerer or Wizard. You may choose two cantrips from that spellcasting list to learn.

Mana Blood. You being born of high magic has you not needed to eat or sleep. You can still eat but it is not mandatory for you to do so. Alcohol can still make you feel the side effects of over drinking, however.

Terrifying Presence. Just being around you is enough to make others quake in fear. You have advantage on Intimidation rolls as well as advantage on fear saving throws.

Tabletop Tales: The Story of Hemlock Evetide

Hello, everyone, once more to the blog!

I highly doubt that any of you have watched the Flumph Cast YouTube channel, which I am a part of, but if BY CHANCE you have listened in, you probably have seen a previous campaign titled ‘Wrath of the Tyrant God’. For this installment, I’ll introduce you to a character that you’ve met in the later parts of the game. Guys, let’s go talk to some trees!

The character I speak of comes in at around the 59 minute marker in the video above.

“This was a very, VERY, bad idea”-  Hemlock Evetide, Dryad Summoner

So, some of you may or  may not know I play in the games on the Flumph Cast YouTube channel  (which you guys should totally check out, along with our Instagram page).  A while back, we had recorded our very first full length campaign on the channel, run by our fellow Flumph named Julian.

The campaign which followed, titled ‘Wrath of the Tyrant God’, had the party searching desperately for a way to bring down a mad deity by the name of Uber: a creature who had destroyed the rest of the pantheon of Cruxis. Whatever he could not destroy, he nerfed. The major catagories of creatures he had this happen to were the dragons, the demons and fiends, and the fey.

Of course I wanted to play a fey creature. Enter Hemlock Evetide, a rather skittish dryad who is skilled in the strange arts of Summoning. A pirate by survival and circumstance, Hemlock’s small crew rescues the party once their glass boat (yes, you read that right) shatters in the ocean in an attempt to return to the mainland. Evetide’s crew rescues them from a most certain watery doom, and they tend to the party to the best of their abilities.

Through the adventure, they find out several things about the mysterious plant-like fey creature. Hemlock is a rare kind of spellcaster, a Summoner, who for all his life had to live the life as a pirate out of necessity. The other crew members, aboard a floating tree-vessel called the Mangrove Supremacy, served as a safe haven in the world of Cruxis after the Tyrant God wrought his terror. In his time fighting for survival, he had fallen in love with a fellow dryad, named Foxglove, and they intended to soon be wed.

But tragedy struck before such a time, and they soon witnessed a ship with dark purple masts upon the horizon. This though was not a mere friendly ship: this was a vessel belonging to paladins to Uber himself. With this hostile ship swiftly approaching, they made an attempt to flee. But their vessel could not escape the rapid fire of cannons, and they were shot down with little to no way to defend themselves.

Foxglove, who was the captain of their little ship, as well as the other fey creatures, were taken down in a matter of minutes. Hemlock was lucky, in that he was single sole survivor, sent adrift on spare planks and hoping for the best.

But continuing to the present state of things.

Hemlock, once rescuing the group, joins them in their quest to slay the deity. And through many trial and tribulation, they actually succeed in this with the world of Cruxis being safe once more.

His story doesn’t end there though. He actually revives the love of his life, begins a career as a naturalist as well as opening up a Mage college. He also ascends, after death, to the role as a deity of life along with Foxglove and his favored summon, Minerva: a shadow-touched Wyvern.

Lovely art of Headmaster Hemlock Evetide, done by Lesluv on DeviantArt.

Many Eyes of the Magi

Hemlock’s story is not quite done, however.

On the channel, I run a new campaign where Hemlock serves as the headmaster of a school known as the Avehi Arcana Magitorium. This is where the party meets, as third year university students assigned to one another for their big semester long project.

The group consists of:

– Theren, Wood Elf Rogue (Arcane Trickster)

– Kaiyu, Kitsune Warlock (Archfey)

– Keth, Naiad Runic Knight

– Rilith, Dracovecta Bard

– Tilgi, Selkie Paladin (Oath of Redemption)

– Taku, Charcardin Monk (Kensei)

Hemlock is rather approachable, if students can get past the initial fear of how Minerva rarely leaves his side on the university grounds. Some people have even gotten attached to the wyvern, especially Keth and Rilith. The entire time when the group was getting their third year assignment, at least one person was playing with ‘Minervikins’, as Hemlock affectionately calls her. Anyone else doing so would result in their hand being bitten off.

Just like the original character, Evetide’s past is not pleasant. He was forced into the Chervaux Royal Military Corps, and told to perform horrifying experiments in making chimeras for the battlefield, which often utilized dying humanoid soldiers.

The most terrifying project though was overseen by Hemlock, and known as Project Sandstone. This was a covert operation in making siege machines that had all the firepower as well as appearance as dragons. It was brutally effective. Once Hemlock’s four of service was complete, he took all his notes on Project Sandstone with him as well as four intact Brasswings (the machines). The government also gave him a plot of land in the middle of nowhere. This later became the grounds for the Magitorium.

Why I Love This Character

Hemlock does a lot of things. He combines my love of summoners, the fae and magic together in one character. He’s also quite different from others who I’ve played as up to that point in that he is in no capacity brave. Heck, he started out as an absolute coward. But as things began to become more dire, he lost that part of him and became the wise Dryad he is known as today.

I also have a lot of sentimental feelings with him because of his story. He lost everything before the game even started: I usually don’t make such tragic backgrounds but in that campaign, it made sense given what was going on. Equally, his background as an NPC as well needed to match the situation in Faustus Kil: equally dark and tragic but not something you’d expect on the surface level.

He is in no way a fighter first, and would rather take a tactical role should combat break out. He first tries diplomacy to win over a foe before unleashing his summoned death machines to wreck the field. Besides, if he wins over an enemy, that means a possible new summon to add to his arsenal.

My homebrew Summoner class can be found here at Dungeon Master’s Guild.

Featured image belongs to ArenaNet (Guild Wars 2).